I recently got to try out the opening sections of Atelier Ryza 3, and for a newcomer to the series, I was pleasantly surprised by its intricate storyline and charming characters. In this preview, I’ll share my first impressions from the initial hour of this JRPG that mixes in a lot of alchemy.
Story and Characters
This game marks Ryza’s final “summer adventure.” To catch up on her journey, I watched a nicely done recap in the menu and got a pretty good understanding of the previous games. While the game features characters from earlier titles, new players should be able to follow along without much trouble.
Ryza stands out as a witty and likable protagonist, often finding herself in serious situations without realizing it. I enjoyed how her thoughts are always linked to alchemy, as she’s constantly looking to create something new for her community. The side characters have their own ambitions and distinct personalities, avoiding overused tropes.
World and Exploration
Atelier Ryza 3 isn’t exactly open-world but features several large islands to explore. You can travel between them using a boat, almost free of loading times. The gameplay heavily revolves around Ryza’s alchemical skills, with the world teeming with ingredients to gather. What’s great is that there’s no lengthy animation for picking items, making this task enjoyable. Some objects require specific tools like an axe for chopping logs.
Visually, there’s a noticeable improvement from the last game, with better animations and texture quality. The consistent art direction ties everything together nicely. The forests are lush and colorful, making exploration delightful. The towns and fields are lively, with NPCs going about their day and offering quests. Each area is detailed enough to stay engaging without feeling empty. I’m eager to see if the visual variety continues across all the islands.
One minor gripe is an occasional graphical pop-in, which can be distracting. I hope this gets patched in the final release. Otherwise, the game offers plenty of graphical settings, and I experienced smooth performance overall.
Combat and Synthesis
The combat system is similar to the previous title, requiring quick decisions as you fight groups of enemies. You build up AP through basic attacks and use special abilities to defeat foes. It’s not turn-based, and you can switch between party members, change their stances, and customize their gear. It takes a bit of time to get used to, but once you grasp the blocking and perfect guard mechanics, the battles become manageable.
However, the synthesis—or alchemy—is the highlight. Recipes need specific materials of varying quality to create new items. Although the synthesis screen might seem complex at first, it’s user-friendly. You just fill the required material slots and choose quantities. The quality of your materials lets you select different traits, adding depth to the crafting process.